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Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments.

, , , , and . VR, page 293-294. IEEE Computer Society, (2006)

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Multistep-ahead neural-network predictors for network traffic reduction in distributed interactive applications., , , and . ACM Trans. Model. Comput. Simul., 17 (4): 16 (2007)Reducing Update Packets in Distributed Interactive Applications using a Hybrid Approach., , and . PDCS, page 417-422. ISCA, (2003)Visibility Path-Finding in Relation to Hybrid Strategy-Based Models in Distributed Interactive Applications., , , and . DS-RT, page 91-97. IEEE Computer Society, (2004)On Consistency and Network Latency in Distributed Interactive Applications: A Survey - Part II., , and . Presence Teleoperators Virtual Environ., 15 (4): 465-482 (2006)On Consistency and Network Latency in Distributed Interactive Applications: A Survey - Part I., , and . Presence Teleoperators Virtual Environ., 15 (2): 218-234 (2006)Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments., , , , and . VR, page 293-294. IEEE Computer Society, (2006)Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application., , , and . DS-RT, page 210-213. IEEE Computer Society, (2004)Exploring the Effect of Curvature on the Consistency of Dead Reckoned Paths for Different Error Threshold Metrics., , , , and . DS-RT, page 77-84. IEEE Computer Society, (2006)Game-state fidelity across distributed interactive games., , and . ACM Crossroads, 9 (4): 4-9 (2003)FlowVista: Low-bandwidth SDN monitoring driven by business application interaction., , and . SoftCOM, page 1-6. IEEE, (2017)